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Author Topic: Curser speculation  (Read 22217 times)

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LastFootnote

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Re: Curser speculation
« Reply #25 on: June 04, 2013, 05:05:38 pm »
0

One problem with these, though, is that they make the generic coin-token-gainer, which there has to be somewhere, also the curser of the set.

I guess I think of Baker as the generic coin-token-gainer. It doesn't get much more generic that that. If it weren't for the setup piece, it would be a bit of a disappointment as a card for the 8th expansion.
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MainiacJoe

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Re: Curser speculation
« Reply #26 on: June 04, 2013, 05:06:36 pm »
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2. With the coin tokens floating around to ease purchases, maybe we'll see a 6-cost curser.  Would this be too strong?
cost: 6
Master Warlock
+1 card
+1 action
Each other player gains a curse.
The second one's biggest problem is that it's just the same as familiar, just with a different cost.
Yeah, realized that later.  Even so, the guess stands, that coin tokens might be enabling a 6-cost powerful curser.
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Watno

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Re: Curser speculation
« Reply #27 on: June 04, 2013, 05:12:05 pm »
+2

Except there's no 6-cost card in the set.
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WanderingWinder

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Re: Curser speculation
« Reply #28 on: June 04, 2013, 05:14:23 pm »
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Assassin $4
+1 Action
Choose one: Gain a coin token, or discard all your coin tokens and each other player gains a Curse per token discarded this way.

I think that any card that let's you give out more than one curse at a time without help like TR/KC is going to be too powerful.  But this:
This was my first reaction, too. But then I thought about it some more, and well... the only way you give multiple curses is that you DIDN'T give curses earlier. So actually, with this card, you are ALWAYS behind in giving curses compared to where you'd be with something like sea hag. That, plus the fact that it isn't top-decked, probably compensates the minimal usefulness of being able to get and use tokens later on, and would make it worse than sea hag if it were terminal. Of course, it ISN'T terminal, BUT if you take a look at it further, you see that either you give them the curses much later than you would with a normal curse-giver (and later cursing, generally, is weaker), or you're giving them much much less efficiently (if you always give a curse when you can, you average half-a-curse per play, which is not strong; playing for 5 curses at once makes it 5/6 efficient, all 10 makes it 10/11 efficient, which ain't bad, but you are giving them pretty late). So I don't know, this might actually be balanced as is. The 'fix' of forcing it to be half-efficient probably just makes it way too weak for $4. Maybe at $2. Heh, that's scary, a $2 curser.

2. With the coin tokens floating around to ease purchases, maybe we'll see a 6-cost curser.  Would this be too strong?
cost: 6
Master Warlock
+1 card
+1 action
Each other player gains a curse.
The second one's biggest problem is that it's just the same as familiar, just with a different cost.
Yeah, realized that later.  Even so, the guess stands, that coin tokens might be enabling a 6-cost powerful curser.
But coin tokens shouldn't enable anything that doesn't directly have some text concerning coin tokens, because there are going to be, what, like five or six cards out of 200+ which will be coin-token-related, which just means that most games you aren't going to have both.

eHalcyon

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Re: Curser speculation
« Reply #29 on: June 04, 2013, 05:22:29 pm »
+2

$4 Action-Attack
+$2
Each other player gains a curse and takes 2 coin tokens.

I like the idea of giving other players coin tokens as a way to weaken a card.
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achmed_sender

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Re: Curser speculation
« Reply #30 on: June 05, 2013, 12:57:01 pm »
0

$4 Action-Attack
+$2
Each other player gains a curse and takes 2 coin tokens.

I like the idea of giving other players coin tokens as a way to weaken a card.

Very neat idea, it introduces some more tactics. Do I want to play the card in the endgame? The opponent won't draw the curse, so it's basically -1 VP, +2$. Interesting decision...
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Re: Curser speculation
« Reply #31 on: June 05, 2013, 05:27:12 pm »
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Maybe the Curser and the Victory card are the same thing.

Wasteland
Victory - $4+

Worth 1 VP per Curse you have.

---

When you buy this, you can overpay for it.  For each $1 you overpaid, each other player gains a Curse.
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Re: Curser speculation
« Reply #32 on: June 05, 2013, 05:30:13 pm »
0

Maybe the Curser and the Victory card are the same thing.

Wasteland
Victory - $4+

Worth 1 VP per Curse you have.

---

When you buy this, you can overpay for it.  For each $1 you overpaid, each other player gains a Curse.

Imagine pulling that from the Black Market with $14 to spend.
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werothegreat

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Re: Curser speculation
« Reply #33 on: June 05, 2013, 05:33:16 pm »
+2

Maybe the Curser and the Victory card are the same thing.

Wasteland
Victory - $4+

Worth 1 VP per Curse you have.

---

When you buy this, you can overpay for it.  For each $1 you overpaid, each other player gains a Curse.

Imagine pulling that from the Black Market with $14 to spend.

Then I'll laugh when I pull out the Watchtower I got from Black Market.  You just spent $14 on a Confusion!
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Warfreak2

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Re: Curser speculation
« Reply #34 on: June 05, 2013, 06:01:45 pm »
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Then I'll laugh when I pull out the Watchtower Trader I got from Black Market.

An $8 buy giving out 4 curses immediately is really quite a lot better than a Province. It's 2VP less, but a net difference of 5 junk cards.
« Last Edit: June 05, 2013, 06:16:48 pm by Warfreak2 »
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Titandrake

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Re: Curser speculation
« Reply #35 on: June 05, 2013, 06:14:48 pm »
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Curser Thingy
Cost $4+

Get a coin token, each other player gains a curse
---
When you buy this, you may overpay by $1. If you do, put this on top of deck.

So the idea is that it's like Nomad Camp, except instead of forced topdecking it's chooseable topdecking. The actual effect + cost can be adjusted.
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shMerker

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Re: Curser speculation
« Reply #36 on: June 05, 2013, 06:19:05 pm »
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Then I'll laugh when I pull out the Watchtower Trader I got from Black Market.

An $8 buy giving out 4 curses immediately is really quite a lot better than a Province. It's 2VP less, but a net difference of 5 junk cards.

It's great until they start gaining their own Wastelands and withholding the precious curses from you.
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soulnet

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Re: Curser speculation
« Reply #37 on: June 05, 2013, 06:20:56 pm »
0

Curser Thingy
Cost $4+

Get a coin token, each other player gains a curse
---
When you buy this, you may overpay by $1. If you do, put this on top of deck.

So the idea is that it's like Nomad Camp, except instead of forced topdecking it's chooseable topdecking. The actual effect + cost can be adjusted.

Even without the topdecking, its really strong for $4, but possibly weak for $5. The on-play effect alone is probably weaker than Witch, but not always, and not by a lot. And Witch is pretty darn good.

$5 w/o topdecking seems correct, with optional topdecking can be fine also, although it will be much swingier (opening Silver/Silver or equivalent gives pretty good odds at $5 on T3/T4, but $6 is rare but possible, and would give a lot of advantage, especially in T3 for 1st player, that can get the Curse in before the 2nd shuffle).
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Warfreak2

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Re: Curser speculation
« Reply #38 on: June 05, 2013, 06:25:00 pm »
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I think that would be better than Sea Hag, which is usually a must-buy at $4. Sea Hag topdecks their curse (and can frustratingly skip one of their good cards), which speeds up the cursing, but then again getting it on top of your deck if you overpay speeds it up too, possibly putting a Curse into their first reshuffle in a similar way to Sea Hag. (It would make 5/2 much better than 2/5). The coin token also should be a big deal in a curse slog, where your typical turn is otherwise "buy Silver" or "give Curse, buy nothing". Save up those tokens and buy a Gold while the Cursing is still going on.
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ponnuki

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Re: Curser speculation
« Reply #39 on: June 05, 2013, 07:47:18 pm »
0

How about combining the two themes of the set:

Curser Guy $5+

Each other player gains a curse.
----------------
You may overpay this. If you do, gain a coin token for each $1 you overpaid.


Hmmm, no, seems too strong for $4, too weak for $5.

Better (?) idea:

Curse the Poor $4
Gain a coin token.
Each other play may discard a coin token. If they don't, they gain a Curse.
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eHalcyon

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Re: Curser speculation
« Reply #40 on: June 05, 2013, 07:49:04 pm »
+1

How about combining the two themes of the set:

Curser Guy $5+

Each other player gains a curse.
----------------
You may overpay this. If you do, gain a coin token for each $1 you overpaid.


Hmmm, no, seems too strong for $4, too weak for $5.

Not too strong for $4.  At $4, it would be weaker than Sea Hag.
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soulnet

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Re: Curser speculation
« Reply #41 on: June 06, 2013, 09:12:58 am »
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Curse the Poor $4
Gain a coin token.
Each other play may discard a coin token. If they don't, they gain a Curse.

This one may be ok, definitely weak for $5, so $4 is correct. However, I hope this is not the card in Guilds, because it looks too similar to Mountebank, it would feel less innovative.
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Schlippy

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Re: Curser speculation
« Reply #42 on: June 06, 2013, 02:40:39 pm »
0

How about a "name a card" curser?


Picky Witch $4
Name a card in the Supply that costs less than $5 and is not an Action card. Each other player may reveal the named card from his hand. If he doesn't, he gains a curse.
------
You may overpay this by exactly $1. If you do, each other player gains a curse and sets it aside. Set aside curses are discarded when any player plays Picky Witch.



The overpay curse mechanic also carefully gets rid of the curse before first reshuffle problem of IGG.
« Last Edit: June 06, 2013, 02:44:57 pm by Schlippy »
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StrongRhino

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Re: Curser speculation
« Reply #43 on: June 06, 2013, 02:57:18 pm »
0

How about a "name a card" curser?


Picky Witch $4
Name a card in the Supply that costs less than $5 and is not an Action card. Each other player may reveal the named card from his hand. If he doesn't, he gains a curse.
------
You may overpay this by exactly $1. If you do, each other player gains a curse and sets it aside. Set aside curses are discarded when any player plays Picky Witch.



The overpay curse mechanic also carefully gets rid of the curse before first reshuffle problem of IGG.
It should be the "UW" from the random set generator, and be called Ugly Witch.
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Re: Curser speculation
« Reply #44 on: June 09, 2013, 01:37:50 am »
0

How about:

Curser's Guild 5$

Each other player gains a curse.
If a curse was gained this way, gain 2 coin tokens.
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WanderingWinder

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Re: Curser speculation
« Reply #45 on: June 09, 2013, 08:16:28 am »
0

How about:

Curser's Guild 5$

Each other player gains a curse.
If a curse was gained this way, gain 2 coin tokens.

I don't think it will be printed, because it smacks too much of mountebank. I also think it will be stronger than mountebank, which is hands down one of the top 5 cards in the game, so...

NoMoreFun

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Re: Curser speculation
« Reply #46 on: June 09, 2013, 10:01:01 am »
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Halfwit(ch)
Action - $4
Each player takes a coin token
Each other player may pay 2 coin tokens. If he doesn't, he gains a curse
« Last Edit: June 09, 2013, 10:20:46 am by NoMoreFun »
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soulnet

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Re: Curser speculation
« Reply #47 on: June 09, 2013, 01:27:34 pm »
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Halfwit(ch)
Action - $4
Each player takes a coin token
Each other player may pay 2 coin tokens. If he doesn't, he gains a curse

This is too weak. A lot weaker than Sea Hag, to the point that I would say this one is strictly worse.
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Schlippy

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Re: Curser speculation
« Reply #48 on: June 09, 2013, 01:30:30 pm »
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But contrary to Sea Hag this card still does something for you, even when curses are gone.
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liopoil

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Re: Curser speculation
« Reply #49 on: June 09, 2013, 01:31:27 pm »
0

...the first $3 curser?

But contrary to Sea Hag this card still does something for you, even when curses are gone.
but it helps your opponents too, usually about the same amount as it helps you.
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